Blog

Alright so it is now the time to officially launch the Devin's Quest Greenlight. There's enough content for now, and I'll add a lot more once I finish the 2nd area and Satan boss. Here you can see the current version of the Satan boss, who'se level is currently being worked on. Right now the main problem I'm having is working out the AI for him. I'm not really sure how he should move, but I have an idea on his attack. I encourage feedback on the boss right now. Once I finish the boss level, I'll finish the other levels in the area, and once that's done I'll update the current build. Be sure to vote on Devin's Quest on Greenlight if you want production to continue. Thank you for your time, and as always,

Hello everybody. I'd like to start this off by saying that I have finished my game jam game and am actually pretty proud of the results. I had to outsource the music and the guy that I got to do it was fantastic. Overall in the end there were no bugs (or at least none that I could find) and it looked pretty decent for a 48 hour game. If you wish to play the game, you can find it here: http://bacongamejam.org/jams/bacongamejam-06/165/ .

Hello. It's been a while since I last updated the blog so I think I should give a general update of sorts. But I'll leave that to another post. Basically, I'm going to be participating in the 6th Bacon Game Jam, so I'll be spending the next 48 hours working on a game for the jam. I'll make another post and edit the site some more to show it. I'm also debating on whether I should stream the development process or not. If I do, you can watch the possible stream here: www.twitch.tv/uwould222

Be sure to follow us on twitter @BrytonFreewater for updates on progression if there is no stream, or if you missed it.

It's been some time since I last updated this blog but I have some actual news now. I'd like to take this time to welcome a new member to the Delta Monkey Games team. This is the first time I've invited someone to join us for more than just temp work. As of today, the official Delta Monkey Games community manager is Vaggon. Per the request of him he shal be known as Vaggon on any public listing from here on out. As community manager he will be helping take off some of the stress and distractions in regards to social media and other things. I look forward to the future with him aboard.

Alright, the first ever Delta Monkey Game Jam starts in 10 minutes! The themes have been announced and the challenges are out. Are you ready? Pepper your angus 'cause it's about to get toasty! Good luck to everyone that's entering. I hope to see you there.

Alright, I probably should've posted here first, but I got caught up in the moment. Basically, I put Y.o.l.o. Simulator 2013 on Steam Greenlight. Now that I think about it, that was a big mistake. Yolo's not quite ready for Greenlight, but I still put it there anyways. From what I can tell, after ~4 hours, it has received a lot of negative feedback. To be specific, It has gotten 83 yes' and 419 no's. So, 83% of people that voted on it hated it, and only 17% of people liked it. I'm not going to blame anyone. It feels like a lot of this is my fault. If I were to guess I'd say that the fact that the only thing to show for the game on the site right now is one screenshot that I posted. I really want a video to put on there, but the current version that I have is broken and isn't fun. Not gonna lie, this is not how I wanted to spend my birthday, but I guess it's too late now. Expect an update from yolo soon, I've been working on fixing some bugs in it. Also, don't forget about the Delta Monkey Game Jam that starts at 6:00PM EST. Good luck to everybody and see you soon.

Hey guys how's it going? Today I've decided to just write up a random blog post with no real direction what-so-ever. Alright let's get started.

Recent;y I've began to use the Delta Monkey twitter a lot more and have began to follow as many people as I can that have any relevance to indie games, or are for any sort of review site. The advice that that redditor gave me seems to be really usefull.

There wont be much work done on yolo this week because my birthday is this friday. I'm still going to update twitter and post a blog entree but there wont be any real progress on the game from friday to sunday.

I've also recently gotten someone to redo my swagalagin skateboarder so he's even more douchey.

Also, after deep consideration, I've finally made a decision on what the start screen should be. Unfortunatly, it doen't fit in this blog spot, but you can find it under the photo gallery.

Alright, I've got some news that may or not be important to you guys reading this but I want this to be official. Recently I posted an ad on indiedb asking for testers, and with an overwhelming amount of responses I've decided to stop doing public tests. With the Y.o.l.o. getting closer and closer to completion I want to begin to stop relying solely on public tests. As much as I like public tests I can't have every update for the game be public, especially if there would be any money made from the game. That's not saying Y.o.l.o.'s going to cost money, I just want to keep that option open. If anyone still wants to be a tester, I'm still accepting until the 13th. If you sign up you're not gaurenteed a tester spot. I'm only picking people that I feel would be well qualified. By that I mean that I'm not picking people that just say "I want to be tester" or "Can I be a tester". Only people that actually give me a valid reason to be a tester will be a tester.

I've also receieved some advice from a redditor on how to better the website, so expect changes soon. One of the more noticable changes is that I've moved the blog to the front page and added actual progress bars to the game progression section so they're less boring. The site is going to change a lot soon so keep that in mind.

With the same advice from the previous mentioned redditor I've also decided to change the name of "Y.o.l.o." to "Y.o.l.o. Simulator 2013" so it's easier to find. With the newly changed name I'd also like to anounce that Y.o.l.o. Simulator 2013 is now in beta! Alfter being in Alpha for a little while I've decided to move it to Beta.

That's it for now. If you want to keep up to date on a near daily basis, be sure to follow us on twitter where I'll update more often than the blog. Whenever I post a new blog entree I always spend at least 7 minutes writing the post. However with Twitter it only takes me 30 seconds to tweet something. If you didn't know it yet, the twitter is @BrytonFreewater . It was originally a twitter for my aliase but I've repurposed it to be a company twitter since I lost the password to the original one.

Okay so I thought I'd give an update on things now since I haven't since friday.

Basically I'm moving and wont be able to get much work done since I have to pack up my stuff and help bring it to a new house.

I've also started to learn javascript and begin some Unity development. Nothing special really, just following this tutorial that shows how to make a certain type of game. Eventually after I purchase some assets and assemble a legit team (by which I mean my friends) I'm going to start porting Devin's Quest over to Unity and than begin working on Project X09. I'm not really sure why but I am really exited to start working on X09 since it's been over a year since the first assets of it were made. TSoU is going to wait until I get enough experience with Unity to be able to make all the complex gameplay mechanics that I want to have in it.

So far I've gotten my friend Erik, AKA Uberman789, to join me with coding and stuff so I'm finally not working alone. This may lead to stuff getting done faster. I'm going to try to recruit other friends to join me. Kayzeno and Aquosking are still doing art.

Besides that I don't really have that much more to update on. So until next time, this is Uwould222,

So recently I've put up Y.o.l.o. and Devin's Quest up on IndieDB. Even though they aren't finished yet I think it's a good idea to have them on there already so I don't have to do it later.

Devin's Quest is in the same state that it was last time I updated it so there isn't much to update there. But I am debating on remaking it in Unity and to hold off on production until then. I've started learning C# so maybe one day we'll start seeing Unity games. I don't know. I've heard a lot of good things about it so I don't really see a reason not to.

As for Y.o.l.o. , recently I've gotten Aquosking to redo the title screen and other stuff so now it looks more polished kind of and not just something made in 5 minutes in MSPaint. Other than that Y.o.l.o. has been going pretty good. I think that it'll be done by mid August at least. It may take longer, but seing as I just need to make 9 more levels I don't think that it'll take much longer.

I've also recently found my original notes for The Story of Underthore, which is a releif because I've recent;y started to forget some of the key info for it like the town names and other stuff. Some of the original notes seem a bit rediculous for a game. Like, I had originally written that the enemies would have 256 health, which for a platformer is a bit rediculous. Well, it was a platformer in my notes. I'm not sure what direction to go with TSoU. I'll just save that for the future when I'm actually working on it.